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  • Plug-in based software design

    - by gekod
    I'm a software developer who is willing to improve his software design skills. I think software should not only work but have a solid and elegant design too to be reusable and extensive to later purposes. Now I'm in search of some help figuring out good practices for specific problems. Actually, I'm trying to find out how to design a piece of software that would be extensible via plug-ins. The questions I have are the following: Should plug-ins be able to access each others functionality? This would bring dependencies I guess. What should the main application offer to the plug-ins if I want to let's say develop a multimedia software which would play videos and music but which could later on get functionality added over plug-ins that would let's say be able to read video status (time, bps, ...) and display it. Would this mean that the player itself would have to be part of the main program and offer services to plug-ins to get such information or would there be a way to develop the player as a plug-in also but offer in some way the possibility to other plug-ins to interact with it? As you see, my questions are mainly for learning purposes as I strive to improve my software development skills. I hope to find help here and apologize if something is wrong with my question.

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  • Using PDO with MVC

    - by mister martin
    I asked this question at stackoverflow and received no response (closed as duplicate with no answer). I'm experimenting with OOP and I have the following basic MVC layout: class Model { // do database stuff } class View { public function load($filename, $data = array()) { if(!empty($data)) { extract($data); } require_once('views/header.php'); require_once("views/$filename"); require_once('views/footer.php'); } } class Controller { public $model; public $view; function __construct() { $this->model = new Model(); $this->view = new View(); // determine what page we're on $page = isset($_GET['view']) ? $_GET['view'] : 'home'; $this->display($page); } public function display($page) { switch($page) { case 'home': $this->view->load('home.php'); break; } } } These classes are brought together in my setup file: // start session session_start(); require_once('Model.php'); require_once('View.php'); require_once('Controller.php'); new Controller(); Now where do I place my database connection code and how do I pass the connection onto the model? try { $db = new PDO('mysql:host='.DB_HOST.';dbname='.DB_DATABASE.'', DB_USERNAME, DB_PASSWORD); $db->setAttribute(PDO::ATTR_ERRMODE, PDO::ERRMODE_EXCEPTION); } catch(PDOException $err) { die($err->getMessage()); } I've read about Dependency Injection, factories and miscellaneous other design patterns talking about keeping SQL out of the model, but it's all over my head using abstract examples. Can someone please just show me a straight-forward practical example?

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  • Balancing dependency injection with public API design

    - by kolektiv
    I've been contemplating how to balance testable design using dependency injection with providing simple fixed public API. My dilemma is: people would want to do something like var server = new Server(){ ... } and not have to worry about creating the many dependencies and graph of dependencies that a Server(,,,,,,) may have. While developing, I don't worry too much, as I use an IoC/DI framework to handle all that (I'm not using the lifecycle management aspects of any container, which would complicate things further). Now, the dependencies are unlikely to be re-implemented. Componentisation in this case is almost purely for testability (and decent design!) rather than creating seams for extension, etc. People will 99.999% of the time wish to use a default configuration. So. I could hardcode the dependencies. Don't want to do that, we lose our testing! I could provide a default constructor with hard-coded dependencies and one which takes dependencies. That's... messy, and likely to be confusing, but viable. I could make the dependency receiving constructor internal and make my unit tests a friend assembly (assuming C#), which tidies the public API but leaves a nasty hidden trap lurking for maintenance. Having two constructors which are implicitly connected rather than explicitly would be bad design in general in my book. At the moment that's about the least evil I can think of. Opinions? Wisdom?

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  • Abstract Factory Method and Polymorphism

    - by Scotty C.
    Being a PHP programmer for the last couple of years, I'm just starting to get into advanced programming styles and using polymorphic patterns. I was watching a video on polymorphism the other day, and the guy giving the lecture said that if at all possible, you should get rid of if statements in your code, and that a switch is almost always a sign that polymorphism is needed. At this point I was quite inspired and immediately went off to try out these new concepts, so I decided to make a small caching module using a factory method. Of course the very first thing I have to do is create a switch to decide what file encoding to choose. DANG! class Main { public static function methodA($parameter='') { switch ($parameter) { case 'a': $object = new \name\space\object1(); break; case 'b': $object = new \name\space\object2(); break; case 'c': $object = new \name\space\object3(); break; default: $object = new \name\space\object1(); } return (sekretInterface $object); } } At this point I'm not really sure what to do. As far as I can tell, I either have to use a different pattern and have separate methods for each object instance, or accept that a switch is necessary to "switch" between them. What do you guys think?

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  • A fix for the design time error in MVVM Light V4.1

    - by Laurent Bugnion
    For those of you who installed V4.1 of MVVM Light and created a project for Windows Phone 8, you will have noticed an error showing up in the design surface (either in Visual Studio designer, or in Expression Blend). The error says: “Could not load type ‘System.ComponentModel.INotifyPropertyChanging’ from assembly ‘mscorlib.extensions’” with additional information about version numbers. The error is caused by an incompatibility between versions of System.Windows.Interactivity. Because this assembly is strongly named, any version incompatibility is causing the kind of error shown here (for an interesting discussion on the strong naming issue, see this thread on Codeplex). I managed to resolve the issue for Windows Phone 8 and will publish a cleaned up installer next week. In the mean time, in order to allow you to continue development, please follow the steps: Download the new DLLs zip package (MVVMLight_V4_1_25_WP8). Right click on the Zip file and select Properties from the context menu. Press the “Unblock” button (if available) and then OK. Right click again on the zip package and select “Extract all…”. Select a known location for the new DLLs. Open the MVVM Light project with the design time error in Visual Studio 2012. Open the References folder in the Solution Explorer. Select the following DLLs: GalaSoft.MvvmLight.dll, GalaSoft.MvvmLight.Extras.dll, Microsoft.Practices.ServiceLocation.dll and System.Windows.Interactivity.dll. Press “delete” and confirm to remove the DLLs from your project. Right click on References and select Add Reference from the context menu. Browse to the folder with the new DLLs. Select the four new DLLs and press OK. Rebuild your application, and open it again in Blend or in the Visual Studio designer. The error should be gone now. In the next few days, as time allows, I will publish a new MSI containing a fixed version of the DLLs as well as a few other improvements. This quick fix should however allow you to continue working on your Windows Phone 8 projects in design mode too.   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • C#.NET: How to update multiple .NET pages when a particular event occurs in one .Net page? In another words how to use Observer pattern(Publish and subscribe to events)

    Problem: Suppose you have a scenario in which you have to update multiple pages when an event occurs in main page. For example imagine you have a main page where you are dispalying a tab control. This tab control has 3 tab pages where you are loading 3 different user controls. On click of an update button in main page imagine if you have do something in all the 3 tab panels. In other words an event in main page has to be handled in many other pages. An event in main page which contains the tab control has to be handled in all the tab panels(user controls) Answer: Use Observer pattern Define a base page for the page that contains the tab control. Main page which contains the tab: Baseline_Baseline Basepage for the above main page: BaselineBasePage User control that has to be udpated for an event in main page: Baseline_PriorNonDeloitte Source Code: public class BaselineBasePage : System.Web.UI.Page { IList lstControls = new List(); public void Add(IObserver userControl) { lstControls.Add(userControl); } public void Remove(IObserver userControl) { lstControls.Remove(userControl); } public void RemoveAllUserControls() { lstControls.Clear(); } public void Update(SaveEventArgs e) { foreach (IObserver LobjControl in lstControls) { LobjControl.Save(e); } } } public interface IObserver { void Update(SaveEventArgs e); } public partial class Baseline_Baseline : BaselineBasePage { . . . this.Add(_ucPI); this.Add(_ucPI1); protected void abActionBar_saveClicked(object sender, EventArgs e) { SaveEventArgs se = new SaveEventArgs(); se.TabType = (BaselineTabType)tcBaseline.ActiveTabIndex; this.Update(se); } } Public class Baseline_PriorNonDeloitte : System.Web.UI.UserControl,IObserver { public void Update(SaveEventArgs e) { } } More info at: http://www.dofactory.com/Patterns/PatternObserver.aspx span.fullpost {display:none;}

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  • Triggering Data Changes in N-Tier

    - by Ryan Kinal
    I've been studying n-tier architectures as of late, particularly in VB.NET with Entity Framework and/or LINQ to SQL. I understand the basic concepts, but have been wondering about best practices in regard to triggering CRUD-type operations from user input/action. So, the arcitecture looks something like the following: [presentation layer] - [business layer] - [data layer] - (database) Getting information from the database into the presentation layer is simple and abstracted. It's just a matter of instantiating a new object from the business layer, which in turn uses the data layer to get at the correct information. However, saving (updating and inserting), and deleting seem to require particular APIs on the relevant business objects. I have to assume this is standard practice, unless a business object will save itself on various operations (which seems inefficient), or on disposal (which seems like it just wouldn't work, or may be unwieldy and unreliable). Should my "savable" business objects all implement a particular "ISavable" or "IDatabaseObject" interface? Is this a recognized (anti-)pattern? Are there other, better patterns I should be using that I'm just unaware of? The TLDR question, I suppose, is How does the presentation layer trigger database changes?

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  • decent use-case for goto in c?

    - by Robz
    I really hesitate to ask this, because I don't want to "solicit debate, arguments, polling, or extended discussion" but I'm new to C and want to gain more insight into common patterns used in the language. I recently heard some distaste for the goto command, but I've also recently found a decent use-case for it. Code like this: error = function_that_could_fail_1(); if (!error) { error = function_that_could_fail_2(); if (!error) { error = function_that_could_fail_3(); ...to the n-th tab level! } else { // deal with error, clean up, and return error code } } else { // deal with error, clean up, and return error code } If the clean-up part is all very similar, could be written a little prettier (my opinion?) like this: error = function_that_could_fail_1(); if(error) { goto cleanup; } error = function_that_could_fail_2(); if(error) { goto cleanup; } error = function_that_could_fail_3(); if(error) { goto cleanup; } ... cleanup: // deal with error if it exists, clean up // return error code Is this a common or acceptable use-case of goto in C? Is there a different/better way to do this?

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  • What is a 'good number' of exceptions to implement for my library?

    - by Fuzz
    I've always wondered how many different exception classes I should implement and throw for various pieces of my software. My particular development is usually C++/C#/Java related, but I believe this is a question for all languages. I want to understand what is a good number of different exceptions to throw, and what the developer community expect of a good library. The trade-offs I see include: More exception classes can allow very fine grain levels of error handling for API users (prone to user configuration or data errors, or files not being found) More exception classes allows error specific information to be embedded in the exception, rather than just a string message or error code More exception classes can mean more code maintenance More exception classes can mean the API is less approachable to users The scenarios I wish to understand exception usage in include: During 'configuration' stage, which might include loading files or setting parameters During an 'operation' type phase where the library might be running tasks and doing some work, perhaps in another thread Other patterns of error reporting without using exceptions, or less exceptions (as a comparison) might include: Less exceptions, but embedding an error code that can be used as a lookup Returning error codes and flags directly from functions (sometimes not possible from threads) Implemented an event or callback system upon error (avoids stack unwinding) As developers, what do you prefer to see? If there are MANY exceptions, do you bother error handling them separately anyway? Do you have a preference for error handling types depending on the stage of operation?

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  • Why does Android make good coding so difficult?

    - by metacircle
    my daily work is writing tools in C#/WPF. After over more than 1 year on the job now, I came to love MVVM, IoC Containers, XAML (and more). It's pure fun to write code, since simple, maintainable and extendable code just comes naturally when you follow a few basic patterns. In my free time I really want to write some apps, mainly for my own personal use. I want to write apps for fun and not to make money or anything, that being said, paying an annual fee to be allowed to use my own apps on my own device is a total no-go for me. So I am not able to code for Windows Phone and am also not able to use Xamarin on Android (which is sad since Visual Studio + Resharper is programmers heaven). So I am stuck with Android "classic" Java development. Everytime I sit down at home to create an app, or improve some of the code I have already written I get annoyed very quick because getting good, decoupled code is just so hard to accomplish. It feels like everything you have to do in Android to create a good architecture is a workaround instead of being the way things are meant to be. Writing the UI in xml is fine, but everything else is one big code mess. Even all the tutorials do all their coding in the code behind. For 'hello world' this is fine, but for anything bigger this gets messy very very quick. This is where the fun for me ends. It's just no fun anymore because I just spend 90% of my time refactoring and thinking of workarounds how to make my code more maintainable with all the restrictions Android puts on me. Am I missing a crucial part or is this just the way Android is meant to be? Do you have any suggestions how to learn 'the fun way' of Android programming.

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  • Is this a decent use-case for goto in C?

    - by Robz
    I really hesitate to ask this, because I don't want to "solicit debate, arguments, polling, or extended discussion" but I'm new to C and want to gain more insight into common patterns used in the language. I recently heard some distaste for the goto command, but I've also recently found a decent use-case for it. Code like this: error = function_that_could_fail_1(); if (!error) { error = function_that_could_fail_2(); if (!error) { error = function_that_could_fail_3(); ...to the n-th tab level! } else { // deal with error, clean up, and return error code } } else { // deal with error, clean up, and return error code } If the clean-up part is all very similar, could be written a little prettier (my opinion?) like this: error = function_that_could_fail_1(); if(error) { goto cleanup; } error = function_that_could_fail_2(); if(error) { goto cleanup; } error = function_that_could_fail_3(); if(error) { goto cleanup; } ... cleanup: // deal with error if it exists, clean up // return error code Is this a common or acceptable use-case of goto in C? Is there a different/better way to do this?

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  • Website Design; SEO Dilemma

    - by lemonpole
    Okay so I designed a website for a restaurant and the design is aimed mostly to entice the viewer by using images of the restaurant's platters and foods. Not to say that text is totally non-existent but the design makes it hard to have enough keywords. Most keywords are found in the ALT attribute of image tags and a couple of headers. The reason as to why I am in this dilemma? I'm still new to web development and at the time I made the design, I didn't really know much about SEO. So I come here in search of help because I have an idea... Would it be good practice to have hidden SPAN blocks that would help me fill with keywords? For example a hidden SPAN would have text in bold to help with SEO. Of course, I will play it safe and not exploit this technique if it works. I have searched that this may be considered spamming by search engines and some companies are taking measures to prevent this. Thanks in advance!

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  • Preferred way for dealing with customer-defined data in enterprise application

    - by Axarydax
    Let's say that we have a small enterprise web (intranet) application for managing data for car dealers. It has screens for managing customers, inventory, orders, warranties and workshops. This application is installed at 10 customer sites for different car dealers. First version of this application was created without any way to provide for customer-specific data. For example, if dealer A wanted to be able to attach a photo to a customer, dealer B wanted to add e-mail contact to each workshop, and dealer C wanted to attach multiple PDF reports to a warranty, each and every feature like this was added to the application, so all of the customers received everything on new update. However, this will inevitably lead to conflicts as the number of customers grow as their usage patterns are unique, and if, for instance, a specific dealer requested to have an ability to attach (for some reason) a color of inventory item (and be able to search by this color) as a required item, others really wouldn't need this feature, and definitely will not want it to be a required item. Or, one dealer would like to manage e-mail contacts for their employees on a separate screen of the application. I imagine that a solution for this is to use a kind of plugin system, where we would have a core of the application that provides for standard features like customers, inventory, etc, and all of the customer's installed plugins. There would be different kinds of plugins - standalone screens like e-mail contacts for employees, with their own logic, and customer plugin which would extend or decorate inventory items (like photo or color). Inventory (customer,order,...) plugins would require to have installation procedure, hooks for plugging into the item editor, item displayer, item filtering for searching, backup hook and such. Is this the right way to solve this problem?

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  • How to avoid the GameManager god object?

    - by lorancou
    I just read an answer to a question about structuring game code. It made me wonder about the ubiquitous GameManager class, and how it often becomes an issue in a production environment. Let me describe this. First, there's prototyping. Nobody cares about writing great code, we just try to get something running to see if the gameplay adds up. Then there's a greenlight, and in an effort to clean things up, somebody writes a GameManager. Probably to hold a bunch of GameStates, maybe to store a few GameObjects, nothing big, really. A cute, little, manager. In the peaceful realm of pre-production, the game is shaping up nicely. Coders have proper nights of sleep and plenty of ideas to architecture the thing with Great Design Patterns. Then production starts and soon, of course, there is crunch time. Balanced diet is long gone, the bug tracker is cracking with issues, people are stressed and the game has to be released yesterday. At that point, usually, the GameManager is a real big mess (to stay polite). The reason for that is simple. After all, when writing a game, well... all the source code is actually here to manage the game. It's easy to just add this little extra feature or bugfix in the GameManager, where everything else is already stored anyway. When time becomes an issue, no way to write a separate class, or to split this giant manager into sub-managers. Of course this is a classical anti-pattern: the god object. It's a bad thing, a pain to merge, a pain to maintain, a pain to understand, a pain to transform. What would you suggest to prevent this from happening?

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  • C#.NET: How to update multiple .NET pages when a particular event occurs in one .Net page? In another words how to use Observer pattern(Publish and subscribe to events)

    Problem: Suppose you have a scenario in which you have to update multiple pages when an event occurs in main page. For example imagine you have a main page where you are dispalying a tab control. This tab control has 3 tab pages where you are loading 3 different user controls. On click of an update button in main page imagine if you have do something in all the 3 tab panels. In other words an event in main page has to be handled in many other pages. An event in main page which contains the tab control has to be handled in all the tab panels(user controls) Answer: Use Observer pattern Define a base page for the page that contains the tab control. Main page which contains the tab: Baseline_Baseline Basepage for the above main page: BaselineBasePage User control that has to be udpated for an event in main page: Baseline_PriorNonDeloitte Source Code: public class BaselineBasePage : System.Web.UI.Page { IList lstControls = new List(); public void Add(IObserver userControl) { lstControls.Add(userControl); } public void Remove(IObserver userControl) { lstControls.Remove(userControl); } public void RemoveAllUserControls() { lstControls.Clear(); } public void Update(SaveEventArgs e) { foreach (IObserver LobjControl in lstControls) { LobjControl.Save(e); } } } public interface IObserver { void Update(SaveEventArgs e); } public partial class Baseline_Baseline : BaselineBasePage { . . . this.Add(_ucPI); this.Add(_ucPI1); protected void abActionBar_saveClicked(object sender, EventArgs e) { SaveEventArgs se = new SaveEventArgs(); se.TabType = (BaselineTabType)tcBaseline.ActiveTabIndex; this.Update(se); } } Public class Baseline_PriorNonDeloitte : System.Web.UI.UserControl,IObserver { public void Update(SaveEventArgs e) { } } More info at: http://www.dofactory.com/Patterns/PatternObserver.aspx span.fullpost {display:none;}

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  • What are best practices when switching between projects/coming back to projects frequently?

    - by dj444
    The nature of my job is that I have to switch back and forth between projects every few weeks. I find that one of the biggest impediments to my productivity is the ramp-up time to getting all the relevant pieces of code "back in my head" again after not seeing it for a period. This happens to a smaller and larger extent for briefer breaks / longer breaks. Obviously, good design, documentation, commenting, and physical structure all help with this (not to mention switching between projects as infrequently as possible). But I'm wondering if there are practices/tools that I may be missing out on. What are your specific practices for improving on this?

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  • Console keyboard input OOP

    - by Alexandre P. Levasseur
    I am trying to build a very simple console-based game with a focus on using OOP instead of procedural programming because I intend to build up on that code for more complex projects. I am wondering if there is a design pattern that nicely handles this use case: There is a Player class with a MakeMove() method interacting with the board game. The MakeMove() method has to somehow get the user input yet I do not want to code it into the Player class as this would reduce cohesion and augment coupling. I was thinking of maybe having some controller class handle the sequence of events and thus the calls to keyboard input. However, that controller class would need to be able to handle differently the subclasses of Player (e.g. the AI class does not require keyboard input). Thoughts ?

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  • Can a loosely typed language be considered true object oriented?

    - by user61852
    Can a loosely typed programming language like PHP be really considered object oriented? I mean, the methods don't have returning types and method parameters has no declared type either. Doesn't class design require methods to have a return type? Don't methods signatures have specifically-typed parameters? How can OOP techniques help you code in PHP if you always have to check the types of parameters received because the language doesn't enforce types? Please, if I'm wrong, explain it to me. When you design things using UML, then code classes in PHP with no return-typed methods and no-type parameters... Is the code really compliant with the UML design? You spend time designing the architecture of your software, then the compiler doesn't force the programmer to follow your design while coding, letting he/she assign any object variable to any other variable with no "type-mismatch" warning.

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  • Designing persistence schema for BigTable on AppEngine

    - by Vitalij Zadneprovskij
    I have tried to design the datastore schema for a very small application. That schema would have been very simple, if not trivial, using a relational database with foreign keys, many-to-many relations, joins, etc. But the problem was that my application was targeted for Google App Engine and I had to design for a database that was not relational. At the end I gave up. Is there a book or an article that describes design principles for applications that are meant for such databases? The books that I have found are about programming for App Engine and they don't spend many words about database design principles.

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  • Web Developer interview questions

    - by Baba
    I read an article today that listed some basic questions about web development: Describe how POST data was submitted to a server by a browser. Explain a number of HTTP status codes (except maybe 404 and 500). Explain SOLID or name a design pattern. Explain ways to improve a page load speed or user experience. The author says "if you can’t answer the questions above there are a lot of people who wouldn’t think of you as a Senior Web Developer." My questions are: How relevant are these questions in respect to real life web programming and scalability? How true is that statement? In other words, do you consider this knowledge a requirement to be considered a Senior Web Developer? I was able to answer all the questions, too easily it seemed, so I'm wondering whether it is effective to use these or similar questions to screen developers rather than asking them to write sample code.

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  • 15 Stylish Navigation Menus For Inspiration

    - by Jyoti
    A site’s navigation menu is one of the most prominent things that users see when they first visit. There are many ways to design a navigation menu  and since almost all websites have some form of navigation designers have to push their creative limits to build one that’s remarkable and outstanding. In this article, you’ll find a showcase of beautiful, creative, and stylish navigation menus for your inspiration. Tennessee Vacation: Alpine Meadows: White House: The Hole In Our Gospel: Navigant Consulting: The Lippincott: Torrance Web Design: Viget Extend: David Hellmann: Candes: Brad Colbow: Cheesetique : Satsu Design: Blue Moon: Africa Oasis Project

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  • TechEd 2010 Day Three: The Database Designer (Isn't)

    - by BuckWoody
    Yesterday at TechEd 2010 here in New Orleans I worked the front-booth, answering general SQL Server questions for the masses. I was actually a little surprised to find most of the questions I got were from folks that wanted to know more about Stream Insight and Master Data Services. In past conferences I've been asked a lot of "free consulting" questions, about problems folks have had from older products. I don't mind that a bit - in fact, I'm always happy to help in any way I can. But this time people are really interested in the new features in the product, and I like that they are thinking ahead, not just having to solve problems in production. My presentation was on "Database Design in an Hour". We had the usual fun, and SideShow Bob made an appearance - I kid you not. The guy in the back of the room looked just like Sideshow Bob, so I quickly held a "bes thair" contest, and he won. Duing the presentation, I explain the tools you can use to design databases. I also explain that the "Database Designer" tool in SQL Server Management Studio (SSMS) isn't truly a desinger - it uses non-standard notation, doesn't have a meta-data dictionary, and worst of all, it works at the physical level. In other words, whatever you do in SSMS will automatically change the field/table/relationship structures in the database. We fixed this in SSMS 2008 and higher by adding an option to block that, but the tool is not a good design function nonetheless. To be fair, no one I know of at Microsoft recommends that it is - but I was shocked to hear so many developers in the room defending it as a good tool. I think the main issue for someone who doesn't have to work with Relational Systems a great deal is that it can be difficult to figure out Foreign Keys. The syntax makes them look "backwards", so it's just easier to grab a field and place it on the table you want to point to. There are options. You can download a couple of free tools (CA has a community edition of ER-WIN, Quest has one, and Embarcadero also has one) and if you design more than one or two databases a year, it may be worth buying a true design tool. For years I used Visio, but we changed it so that it doesn't forward-engineer (create the DDL) any more, so it isn't a true design tool either. So investigate those free and not-so-free tools. You'll find they help you in your job - but stay away from the Database Designer in SSMS. Or I'll send Sideshow Bob over there to straighten you out. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Architecture of interaction modes ("paint tools") for a 3D paint program

    - by Bernhard Kausler
    We are developing a Qt-based application to navigate through and paint on a volume treated as a 3D pixel graphic. The layout of the app consists of three orthogonal slice views on which the user may paint stuff like dots, circles etc. and also erase already painted pixels. Think of a 3D Gimp or MS Paint. How would you design the the architecture for the different interaction modes (i.e. paint tools)? My idea is: use the MVC pattern have a separate controler for every interaction mode install an event filter on all three slice views to collect all incoming user interaction events (mouse, keyboard) redirect the events to the currently active interaction controler I would appreciate critical comments on that idea.

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  • Car Modelling for race game

    - by Mert Toka
    I am taking Computer Graphics course this semester and we have a video game competition. I am making racing game with simulated dynamics. Our professor told us that we don't have to do much of a modelling but since we haven't started the gaming part and since I have free time I want to model the car. My question is firstly which software do you recommend to design game components? I know Maya right now. Secondly, if I design the car or any other part, what should its polygon count in order to run game smoothly? I can design pretty much everything but I assume that it is hard to design low-poly models.

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  • Effective template system

    - by Alex
    I'm building a content management system, and need advice on which theming structure should I adopt. A few options (This is not a complete list): Wordpress style: the controller decides what template to load based on the user request, like: home page / article archive / single article page etc. each of these templates are unrelated to other templates, and must exist within the theme the theme developer decides if (s)he want to use inner-templates (like "sidebar", "sidebar item"), and includes them manually where (s)he thinks are needed. Drupal style: the controller gives control to the theme developer only to inner-templates; if they don't exist it falls back internally to some default templates (I find this very restrictive) Funky style: the controller only loads a "index.php" template and provides the theme developer conditional tags, which he can use to include inner-templates if (s)he wants. Among these styles, or others what style of template system allows for fast development and a more concise design and implementation.

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